* Remove unused IChatCommand. * Lots of refactoring into a shared context. * Removed ICommonSession from server concmd Execute. * Added argStr parameter to concmd execute. * The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands. * Finally move shells and commands into shared. * Console commands can now be registered directly without a class in a shared context. * Engine API Changes. * Repair rebase damage. * Update Submodule.
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
using Content.Server.Administration;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.MachineLinking
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{
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[AdminCommand(AdminFlags.Debug)]
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public class SignalLinkerCommand : IConsoleCommand
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{
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public string Command => "signallink";
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public string Description => "Turns on signal linker mode. Click a transmitter to tune that signal and then click on each receiver to tune them to the transmitter signal.";
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public string Help => "signallink (on/off)";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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bool? enable = null;
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if (args.Length > 0)
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{
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if (args[0] == "on")
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enable = true;
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else if (args[0] == "off")
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enable = false;
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else if (bool.TryParse(args[0], out var boolean))
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enable = boolean;
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else if (int.TryParse(args[0], out var num))
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{
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if (num == 1)
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enable = true;
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else if (num == 0)
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enable = false;
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}
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}
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if (!IoCManager.Resolve<IEntitySystemManager>().TryGetEntitySystem<SignalLinkerSystem>(out var system))
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{
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return;
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}
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var ret = system.SignalLinkerKeybind(player.UserId, enable);
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shell.WriteLine(ret ? "Enabled" : "Disabled");
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}
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}
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}
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